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io_export_unreal_psk_psa.py 70.8 KiB
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        final_parent_id = nbone
        nbone = nbone + 1
        #tail = tail-head
        
    my_id = nbone
    
    pb = make_vbone(blender_bone.name, final_parent_id, child_count, quat, set_position)
    psk_file.AddBone(pb)
    pbb = make_namedbonebinary(blender_bone.name, final_parent_id, child_count, quat, set_position, 1)
    psa_file.StoreBone(pbb)

    nbone = nbone + 1
    
    #RG - dump influences for this bone - use the data we collected in the mesh dump phase
    # to map our bones to vertex groups
    #print("///////////////////////")
    #print("set influence")
    if blender_bone.name in psk_file.VertexGroups:
        vertex_list = psk_file.VertexGroups[blender_bone.name]
        #print("vertex list:", len(vertex_list), " of >" ,blender_bone.name )
        for vertex_data in vertex_list:
            #print("set influence vettex")
            point_index = vertex_data[0]
            vertex_weight = vertex_data[1]
            influence = VRawBoneInfluence()
            influence.Weight = vertex_weight
            influence.BoneIndex = my_id
            influence.PointIndex = point_index
            #print ('Adding Bone Influence for [%s] = Point Index=%i, Weight=%f' % (blender_bone.name, point_index, vertex_weight))
            #print("adding influence")
            psk_file.AddInfluence(influence)
    
    #blender_bone.matrix_local
    #recursively dump child bones
    mainparent = parent_matrix
    #if len(blender_bone.children) > 0:
    for current_child_bone in blender_bone.children:
        parse_bone(current_child_bone, psk_file, psa_file, my_id, 0, mainparent, parent_root)

def parse_armature(blender_armature, psk_file, psa_file):
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    print ("----- parsing armature -----")
    print ('blender_armature length: %i' % (len(blender_armature)))
    
    #magic 0 sized root bone for UT - this is where all armature dummy bones will attach
    #dont increment nbone here because we initialize it to 1 (hackity hackity hack)

    #count top level bones first. NOT EFFICIENT.
    child_count = 0
    for current_obj in blender_armature: 
        current_armature = current_obj.data
        bones = [x for x in current_armature.bones if not x.parent is None]
        child_count += len(bones)

    for current_obj in blender_armature:
        print ("Current Armature Name: " + current_obj.name)
        current_armature = current_obj.data
        #armature_id = make_armature_bone(current_obj, psk_file, psa_file)
        
        #we dont want children here - only the top level bones of the armature itself
        #we will recursively dump the child bones as we dump these bones
        """
        bones = [x for x in current_armature.bones if not x.parent is None]
        #will ingore this part of the ocde
        """
        for current_bone in current_armature.bones: #list the bone. #note this will list all the bones.
            if(current_bone.parent is None):
                parse_bone(current_bone, psk_file, psa_file, 0, 0, current_obj.matrix_local, None)
                break
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# get blender objects by type        
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    return [x for x in objects if x.type == intype]
            
#strips current extension (if any) from filename and replaces it with extension passed in
def make_filename_ext(filename, extension):
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    new_filename = ''
    extension_index = filename.find('.')
    
    if extension_index == -1:
        new_filename = filename + extension
    else:
        new_filename = filename[0:extension_index] + extension
        
    return new_filename

# returns the quaternion Grassman product a*b
# this is the same as the rotation a(b(x)) 
# (ie. the same as B*A if A and B are matrices representing 
# the rotations described by quaternions a and b)
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def grassman(a, b):    
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    return mathutils.Quaternion(
        a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z,
        a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y,
        a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x,
        a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w)
        
def parse_animation(blender_scene, blender_armatures, psa_file):
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    #to do list:
    #need to list the action sets
    #need to check if there animation
    #need to check if animation is has one frame then exit it
    print ('\n----- parsing animation -----')
    render_data = blender_scene.render
    bHaveAction = True
    
    anim_rate = render_data.fps
    
    print("==== Blender Settings ====")
    print ('Scene: %s Start Frame: %i, End Frame: %i' % (blender_scene.name, blender_scene.frame_start, blender_scene.frame_end))
    print ('Frames Per Sec: %i' % anim_rate)
    print ("Default FPS: 24" )
    
    cur_frame_index = 0
    
    if bpy.context.scene.unrealactionexportall :#if exporting all actions is ture then go do some work.
        print("Exporting all action:",bpy.context.scene.unrealactionexportall)
        print("[==== Action list Start====]")
        
        print("Number of Action set(s):",len(bpy.data.actions))
        
        for action in bpy.data.actions:#current number action sets
            print("========>>>>>")
            print("Action Name:",action.name)
            #print("Groups:")
            #for bone in action.groups:
                #print("> Name: ",bone.name)
                #print(dir(bone))
            
        print("[==== Action list End ====]")
        
        amatureobject = None #this is the armature set to none
        bonenames = [] #bone name of the armature bones list
        
        for arm in blender_armatures:
            amatureobject = arm
            
        print("\n[==== Armature Object ====]")
        if amatureobject != None:
            print("Name:",amatureobject.name)
            print("Number of bones:", len(amatureobject.pose.bones))
            for bone in amatureobject.pose.bones:
                bonenames.append(bone.name)
        print("[=========================]")
        
        for ActionNLA in bpy.data.actions:
            print("\n==== Action Set ====")
            nobone = 0
            baction = True
            #print("\nChecking actions matching groups with bone names...")
            #Check if the bone names matches the action groups names
            for group in ActionNLA.groups:
                for abone in bonenames:
                    #print("name:>>",abone)
                    if abone == group.name:
                        nobone += 1
                        break
            #if action groups matches the bones length and names matching the gourps do something
            if (len(ActionNLA.groups) == len(bonenames)) and (nobone == len(ActionNLA.groups)):
                print("Action Set match: Pass")
                baction = True
            else:
                print("Action Set match: Fail")
                print("Action Name:",ActionNLA.name)
                baction = False
            
            if baction == True:
                arm = amatureobject #set armature object
                if not arm.animation_data:
                    print("======================================")
                    print("Check Animation Data: None")
                    print("Armature has no animation, skipping...")
                    print("======================================")
                    break
                    
                if not arm.animation_data.action:
                    print("======================================")
                    print("Check Action: None")
                    print("Armature has no animation, skipping...")
                    print("======================================")
                    break
                arm.animation_data.action = ActionNLA
                act = arm.animation_data.action
                action_name = act.name
                
                if not len(act.fcurves):
                    print("//===========================================================")
                    print("// None bone pose set keys for this action set... skipping...")
                    print("//===========================================================")
                    bHaveAction = False
                    
                #this deal with action export control
                if bHaveAction == True:
                    
                    print("Action Name:",action_name)
                    #look for min and max frame that current set keys
                    framemin, framemax = act.frame_range
                    #print("max frame:",framemax)
                    start_frame = int(framemin)
                    end_frame = int(framemax)
                    scene_frames = range(start_frame, end_frame+1)
                    frame_count = len(scene_frames)
                    #===================================================
                    anim = AnimInfoBinary()
                    anim.Name = action_name
                    anim.Group = "" #what is group?
                    anim.NumRawFrames = frame_count
                    anim.AnimRate = anim_rate
                    anim.FirstRawFrame = cur_frame_index
                    #===================================================
                    count_previous_keys = len(psa_file.RawKeys.Data)
                    print("Frame Key Set Count:",frame_count, "Total Frame:",frame_count)
                    #print("init action bones...")
                    unique_bone_indexes = {}
                    # bone lookup table
                    bones_lookup =  {}
                
                    #build bone node for animation keys needed to be set
                    for bone in arm.data.bones:
                        bones_lookup[bone.name] = bone
                    #print("bone name:",bone.name)
                    frame_count = len(scene_frames)
                    #print ('Frame Count: %i' % frame_count)
                    pose_data = arm.pose
                
                    #these must be ordered in the order the bones will show up in the PSA file!
                    ordered_bones = {}
                    ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0))
                    
                    #############################
                    # ORDERED FRAME, BONE
                    #for frame in scene_frames:
                    
                    for i in range(frame_count):
                        frame = scene_frames[i]
                        #LOUD
                        #print ("==== outputting frame %i ===" % frame)
                        
                        if frame_count > i+1:
                            next_frame = scene_frames[i+1]
                            #print "This Frame: %i, Next Frame: %i" % (frame, next_frame)
                        else:
                            next_frame = -1
                            #print "This Frame: %i, Next Frame: NONE" % frame
                        
                        #frame start from 1 as number one from blender
                        blender_scene.frame_set(frame)
                        
                        cur_frame_index = cur_frame_index + 1
                        for bone_data in ordered_bones:
                            bone_index = bone_data[0]
                            pose_bone = bone_data[1]
                            #print("[=====POSE NAME:",pose_bone.name)
                            
                            #print("LENG >>.",len(bones_lookup))
                            blender_bone = bones_lookup[pose_bone.name]
                            
                            #just need the total unique bones used, later for this AnimInfoBinary
                            unique_bone_indexes[bone_index] = bone_index
                            #LOUD
                            #print ("-------------------", pose_bone.name)
                            head = pose_bone.head
                            
                            posebonemat = mathutils.Matrix(pose_bone.matrix)
                            parent_pose = pose_bone.parent
                            if parent_pose != None:
                                parentposemat = mathutils.Matrix(parent_pose.matrix)
                                #blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
                                posebonemat = parentposemat.invert() * posebonemat
                            head = posebonemat.translation_part()
                            quat = posebonemat.to_quat().normalize()
                            vkey = VQuatAnimKey()
                            vkey.Position.X = head.x
                            vkey.Position.Y = head.y
                            vkey.Position.Z = head.z
                            
                            if parent_pose != None:
                                quat = make_fquat(quat)
                            else:
                                quat = make_fquat_default(quat)
                            
                            vkey.Orientation = quat
                            #print("Head:",head)
                            #print("Orientation",quat)
                            
                            #time from now till next frame = diff / framesPerSec
                            if next_frame >= 0:
                                diff = next_frame - frame
                            else:
                                diff = 1.0
                            
                            #print ("Diff = ", diff)
                            vkey.Time = float(diff)/float(anim_rate)
                            
                            psa_file.AddRawKey(vkey)
                            
                    #done looping frames
                    #done looping armatures
                    #continue adding animInfoBinary counts here
                
                    anim.TotalBones = len(unique_bone_indexes)
                    print("Bones Count:",anim.TotalBones)
                    anim.TrackTime = float(frame_count) / anim.AnimRate
                    print("Time Track Frame:",anim.TrackTime)
                    psa_file.AddAnimation(anim)
        print("==== Finish Action Build(s) ====")
    else:
        print("Exporting one action:",bpy.context.scene.unrealactionexportall)
        #list of armature objects
        for arm in blender_armatures:
            #check if there animation data from armature or something
            
            if not arm.animation_data:
                print("======================================")
                print("Check Animation Data: None")
                print("Armature has no animation, skipping...")
                print("======================================")
                break
                
            if not arm.animation_data.action:
                print("======================================")
                print("Check Action: None")
                print("Armature has no animation, skipping...")
                print("======================================")
                break
            act = arm.animation_data.action
            #print(dir(act))
            action_name = act.name
            
            if not len(act.fcurves):
                print("//===========================================================")
                print("// None bone pose set keys for this action set... skipping...")
                print("//===========================================================")
                bHaveAction = False
                
            #this deal with action export control
            if bHaveAction == True:
                print("")
                print("==== Action Set ====")
                print("Action Name:",action_name)
                #look for min and max frame that current set keys
                framemin, framemax = act.frame_range
                #print("max frame:",framemax)
                start_frame = int(framemin)
                end_frame = int(framemax)
                scene_frames = range(start_frame, end_frame+1)
                frame_count = len(scene_frames)
                #===================================================
                anim = AnimInfoBinary()
                anim.Name = action_name
                anim.Group = "" #what is group?
                anim.NumRawFrames = frame_count
                anim.AnimRate = anim_rate
                anim.FirstRawFrame = cur_frame_index
                #===================================================
                count_previous_keys = len(psa_file.RawKeys.Data)
                print("Frame Key Set Count:",frame_count, "Total Frame:",frame_count)
                #print("init action bones...")
                unique_bone_indexes = {}
                # bone lookup table
                bones_lookup =  {}
            
                #build bone node for animation keys needed to be set
                for bone in arm.data.bones:
                    bones_lookup[bone.name] = bone
                #print("bone name:",bone.name)
                frame_count = len(scene_frames)
                #print ('Frame Count: %i' % frame_count)
                pose_data = arm.pose
            
                #these must be ordered in the order the bones will show up in the PSA file!
                ordered_bones = {}
                ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0))
                
                #############################
                # ORDERED FRAME, BONE
                #for frame in scene_frames:
                
                for i in range(frame_count):
                    frame = scene_frames[i]
                    #LOUD
                    #print ("==== outputting frame %i ===" % frame)
                    
                    if frame_count > i+1:
                        next_frame = scene_frames[i+1]
                        #print "This Frame: %i, Next Frame: %i" % (frame, next_frame)
                    else:
                        next_frame = -1
                        #print "This Frame: %i, Next Frame: NONE" % frame
                    
                    #frame start from 1 as number one from blender
                    blender_scene.frame_set(frame)
                    
                    cur_frame_index = cur_frame_index + 1
                    for bone_data in ordered_bones:
                        bone_index = bone_data[0]
                        pose_bone = bone_data[1]
                        #print("[=====POSE NAME:",pose_bone.name)
                        
                        #print("LENG >>.",len(bones_lookup))
                        blender_bone = bones_lookup[pose_bone.name]
                        
                        #just need the total unique bones used, later for this AnimInfoBinary
                        unique_bone_indexes[bone_index] = bone_index
                        #LOUD
                        #print ("-------------------", pose_bone.name)
                        head = pose_bone.head
                        
                        posebonemat = mathutils.Matrix(pose_bone.matrix)
                        parent_pose = pose_bone.parent
                        if parent_pose != None:
                            parentposemat = mathutils.Matrix(parent_pose.matrix)
                            #blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
                            posebonemat = parentposemat.invert() * posebonemat
                        head = posebonemat.translation_part()
                        quat = posebonemat.to_quat().normalize()
                        vkey = VQuatAnimKey()
                        vkey.Position.X = head.x
                        vkey.Position.Y = head.y
                        vkey.Position.Z = head.z
                        
                        if parent_pose != None:
                            quat = make_fquat(quat)
                        else:
                            quat = make_fquat_default(quat)
                        
                        vkey.Orientation = quat
                        #print("Head:",head)
                        #print("Orientation",quat)
                        
                        #time from now till next frame = diff / framesPerSec
                        if next_frame >= 0:
                            diff = next_frame - frame
                        else:
                            diff = 1.0
                        
                        #print ("Diff = ", diff)
                        vkey.Time = float(diff)/float(anim_rate)
                        
                        psa_file.AddRawKey(vkey)
                        
                #done looping frames
                #done looping armatures
                #continue adding animInfoBinary counts here
            
                anim.TotalBones = len(unique_bone_indexes)
                print("Bones Count:",anim.TotalBones)
                anim.TrackTime = float(frame_count) / anim.AnimRate
                print("Time Track Frame:",anim.TrackTime)
                psa_file.AddAnimation(anim)
                print("==== Finish Action Build(s) ====")
    
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exportmessage = "Export Finish"        
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def fs_callback(filename, context):
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    #this deal with repeat export and the reset settings
    global bonedata, BBCount, nbone, exportmessage
    bonedata = []#clear array
    BBCount = 0
    nbone = 0
    
    start_time = time.clock()
    
    print ("========EXPORTING TO UNREAL SKELETAL MESH FORMATS========\r\n")
    print("Blender Version:", bpy.app.version_string)
    
    psk = PSKFile()
    psa = PSAFile()
    
    #sanity check - this should already have the extension, but just in case, we'll give it one if it doesn't
    psk_filename = make_filename_ext(filename, '.psk')
    
    #make the psa filename
    psa_filename = make_filename_ext(filename, '.psa')
    
    print ('PSK File: ' +  psk_filename)
    print ('PSA File: ' +  psa_filename)
    
    barmature = True
    bmesh = True
    blender_meshes = []
    blender_armature = []
    selectmesh = []
    selectarmature = []
    
    current_scene = context.scene
    cur_frame = current_scene.frame_current #store current frame before we start walking them during animation parse
    objects = current_scene.objects
    
    print("Checking object count...")
    for next_obj in objects:
        if next_obj.type == 'MESH':
            blender_meshes.append(next_obj)
            if (next_obj.select):
                #print("mesh object select")
                selectmesh.append(next_obj)
        if next_obj.type == 'ARMATURE':
            blender_armature.append(next_obj)
            if (next_obj.select):
                #print("armature object select")
                selectarmature.append(next_obj)
    
    print("Mesh Count:",len(blender_meshes)," Armature Count:",len(blender_armature))
    print("====================================")
    print("Checking Mesh Condtion(s):")
    if len(blender_meshes) == 1:
        print(" - One Mesh Scene")
    elif (len(blender_meshes) > 1) and (len(selectmesh) == 1):
        print(" - One Mesh [Select]")
    else:
        print(" - Too Many Meshes!")
        print(" - Select One Mesh Object!")
        bmesh = False
    print("====================================")
    print("Checking Armature Condtion(s):")
    if len(blender_armature) == 1:
        print(" - One Armature Scene")
    elif (len(blender_armature) > 1) and (len(selectarmature) == 1):
        print(" - One Armature [Select]")
    else:
        print(" - Too Armature Meshes!")
        print(" - Select One Armature Object Only!")
        barmature = False
    
    if     (bmesh == False) or (barmature == False):
        exportmessage = "Export Fail! Check Log."
        print("=================================")
        print("= Export Fail!                  =")
        print("=================================")
    else:
        exportmessage = "Export Finish!"
        #need to build a temp bone index for mesh group vertex
        BoneIndexArmature(blender_armature)

        try:
            #######################
            # STEP 1: MESH DUMP
            # we build the vertexes, wedges, and faces in here, as well as a vertexgroup lookup table
            # for the armature parse
            print("//===============================")
            print("// STEP 1")
            print("//===============================")
            parse_meshes(blender_meshes, psk)
        except:
            context.scene.frame_set(cur_frame) #set frame back to original frame
            print ("Exception during Mesh Parse")
            raise
        
        try:
            #######################
            # STEP 2: ARMATURE DUMP
            # IMPORTANT: do this AFTER parsing meshes - we need to use the vertex group data from 
            # the mesh parse in here to generate bone influences
            print("//===============================")
            print("// STEP 2")
            print("//===============================")
            parse_armature(blender_armature, psk, psa) 
            
        except:
            context.scene.frame_set(cur_frame) #set frame back to original frame
            print ("Exception during Armature Parse")
            raise

        try:
            #######################
            # STEP 3: ANIMATION DUMP
            # IMPORTANT: do AFTER parsing bones - we need to do bone lookups in here during animation frames
            print("//===============================")
            print("// STEP 3")
            print("//===============================")
            parse_animation(current_scene, blender_armature, psa) 
            
        except:
            context.scene.frame_set(cur_frame) #set frame back to original frame
            print ("Exception during Animation Parse")
            raise

        # reset current frame
        
        context.scene.frame_set(cur_frame) #set frame back to original frame
        
        ##########################
        # FILE WRITE
        print("//===========================================")
        print("// bExportPsk:",bpy.context.scene.unrealexportpsk," bExportPsa:",bpy.context.scene.unrealexportpsa)
        print("//===========================================")
        if bpy.context.scene.unrealexportpsk == True:
            print("Writing Skeleton Mesh Data...")
            #RG - dump psk file
            psk.PrintOut()
            file = open(psk_filename, "wb") 
            file.write(psk.dump())
            file.close() 
            print ("Successfully Exported File: " + psk_filename)
        if bpy.context.scene.unrealexportpsa == True:
            print("Writing Animaiton Data...")
            #RG - dump psa file
            if not psa.IsEmpty():
                psa.PrintOut()
                file = open(psa_filename, "wb") 
                file.write(psa.dump())
                file.close() 
                print ("Successfully Exported File: " + psa_filename)
            else:
                print ("No Animations (.psa file) to Export")

        print ('PSK/PSA Export Script finished in %.2f seconds' % (time.clock() - start_time))
        print( "Current Script version: ",bl_info['version'])
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        #MSG BOX EXPORT COMPLETE
        #...

        #DONE
        print ("PSK/PSA Export Complete")
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    print("//============================")
    print("// running psk/psa export...")
    print("//============================")
    fs_callback(path, context)
    pass

from bpy.props import *

exporttypedata = []

# [index,text field,0] #or something like that
exporttypedata.append(("0","PSK","Export PSK"))
exporttypedata.append(("1","PSA","Export PSA"))
exporttypedata.append(("2","ALL","Export ALL"))

bpy.types.Scene.unrealfpsrate = IntProperty(
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    name="fps rate",
    description="Set the frame per second (fps) for unreal.",
    default=24,min=1,max=100)
    
bpy.types.Scene.unrealexport_settings = EnumProperty(
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    name="Export:",
    description="Select a export settings (psk/psa/all)...",
    items = exporttypedata, default = '0')
        
bpy.types.Scene.unrealtriangulatebool = BoolProperty(
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    name="Triangulate Mesh",
    description="Convert Quad to Tri Mesh Boolean...",
    default=False)
    
bpy.types.Scene.unrealactionexportall = BoolProperty(
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    name="All Actions",
    description="This let you export all the actions from current armature that matches bone name in action groups names.",
    default=False)    
    
bpy.types.Scene.unrealexportpsk = BoolProperty(
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    name="bool export psa",
    description="bool for exporting this psk format",
    default=True)
    
bpy.types.Scene.unrealexportpsa = BoolProperty(
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    name="bool export psa",
    description="bool for exporting this psa format",
    default=True)
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    global exportmessage
    '''Export Skeleton Mesh / Animation Data file(s)'''
    bl_idname = "export_anim.udk" # this is important since its how bpy.ops.export.udk_anim_data is constructed
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    bl_label = "Export PSK/PSA"
    __doc__ = "One mesh and one armature else select one mesh or armature to be exported."

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.

    filepath = StringProperty(name="File Path", description="Filepath used for exporting the PSA file", maxlen= 1024, default= "", subtype='FILE_PATH')
    pskexportbool = BoolProperty(name="Export PSK", description="Export Skeletal Mesh", default= True)
    psaexportbool = BoolProperty(name="Export PSA", description="Export Action Set (Animation Data)", default= True)
    actionexportall = BoolProperty(name="All Actions", description="This will export all the actions that matches the current armature.", default=False)

    @classmethod
    def poll(cls, context):
        return context.active_object != None

    def execute(self, context):
        #check if  skeleton mesh is needed to be exported
        if (self.pskexportbool):
            bpy.context.scene.unrealexportpsk = True
        else:
            bpy.context.scene.unrealexportpsk = False
        #check if  animation data is needed to be exported
        if (self.psaexportbool):
            bpy.context.scene.unrealexportpsa = True
        else:
            bpy.context.scene.unrealexportpsa = False
            
        if (self.actionexportall):
            bpy.context.scene.unrealactionexportall = True
        else:
            bpy.context.scene.unrealactionexportall = False
        
        write_data(self.filepath, context)
        
        self.report({'WARNING', 'INFO'}, exportmessage)
        return {'FINISHED'}
        
    def invoke(self, context, event):
        wm = context.window_manager
        wm.fileselect_add(self)
        return {'RUNNING_MODAL'}
class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel):
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    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_label = "Unreal Tools"
    
    @classmethod
    def poll(cls, context):
        return context.active_object

    def draw(self, context):
        layout = self.layout
        rd = context.scene
        layout.prop(rd, "unrealexport_settings",expand=True)        
        layout.operator("object.UnrealExport")#button
        #FPS #it use the real data from your scene
        layout.prop(rd.render, "fps")
        
        layout.prop(rd, "unrealactionexportall")
        #row = layout.row()
        #row.label(text="Action Set(s)(not build)")
        #for action in  bpy.data.actions:
            #print(dir( action))
            #print(action.frame_range)
            #row = layout.row()
            #row.prop(action, "name")
            
            #print(dir(action.groups[0]))
            #for g in action.groups:#those are bones
                #print("group...")
                #print(dir(g))
                #print("////////////")
                #print((g.name))
                #print("////////////")
            
            #row.label(text="Active:" + action.select)
        btrimesh = False
        
class OBJECT_OT_UnrealExport(bpy.types.Operator):
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    global exportmessage
    bl_idname = "export_mesh.udk"  # XXX, name???
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    bl_label = "Unreal Export"
    __doc__ = "Select export setting for .psk/.psa or both."
    
    def invoke(self, context, event):
        print("Init Export Script:")
        if(int(bpy.context.scene.unrealexport_settings) == 0):
            bpy.context.scene.unrealexportpsk = True
            bpy.context.scene.unrealexportpsa = False
            print("Exporting PSK...")
        if(int(bpy.context.scene.unrealexport_settings) == 1):
            bpy.context.scene.unrealexportpsk = False
            bpy.context.scene.unrealexportpsa = True
            print("Exporting PSA...")
        if(int(bpy.context.scene.unrealexport_settings) == 2):
            bpy.context.scene.unrealexportpsk = True
            bpy.context.scene.unrealexportpsa = True
            print("Exporting ALL...")

        default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
        fs_callback(default_path, bpy.context)
        
        #self.report({'WARNING', 'INFO'}, exportmessage)
        self.report({'INFO'}, exportmessage)
        return{'FINISHED'}    
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    #bpy.context.scene.unrealexportpsk = True
    #bpy.context.scene.unrealexportpsa = True
    default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
    self.layout.operator(ExportUDKAnimData.bl_idname, text="Skeleton Mesh / Animation Data (.psk/.psa)").filepath = default_path
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    bpy.types.INFO_MT_file_export.append(menu_func)
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    bpy.types.INFO_MT_file_export.remove(menu_func)
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    register()